예제 #1
0
/*
============
R_InitFBOs
============
*/
void R_InitFBOs( void )
{
	int i;
	int width, height;

	ri.Printf( PRINT_DEVELOPER, "------- R_InitFBOs -------\n" );

	if ( !glConfig2.framebufferObjectAvailable )
	{
		return;
	}

	tr.numFBOs = 0;

	GL_CheckErrors();

	// make sure the render thread is stopped
	R_SyncRenderThread();

	if ( glConfig2.textureNPOTAvailable )
	{
		width = glConfig.vidWidth;
		height = glConfig.vidHeight;
	}
	else
	{
		width = NearestPowerOfTwo( glConfig.vidWidth );
		height = NearestPowerOfTwo( glConfig.vidHeight );
	}

	if ( glConfig2.framebufferBlitAvailable )
	{
		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth;
			height = glConfig.vidHeight;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth );
			height = NearestPowerOfTwo( glConfig.vidHeight );
		}

		tr.occlusionRenderFBO = R_CreateFBO( "_occlusionRender", width, height );
		R_BindFBO( tr.occlusionRenderFBO );

		if ( glConfig.hardwareType == GLHW_ATI_DX10 )
		{
			R_CreateFBODepthBuffer( tr.occlusionRenderFBO, GL_DEPTH_COMPONENT16 );
		}
		else if ( glConfig.hardwareType == GLHW_NV_DX10 )
		{
			R_CreateFBODepthBuffer( tr.occlusionRenderFBO, GL_DEPTH_COMPONENT24 );
		}
		else if ( glConfig2.framebufferPackedDepthStencilAvailable )
		{
			R_CreateFBOPackedDepthStencilBuffer( tr.occlusionRenderFBO, GL_DEPTH24_STENCIL8_EXT );
		}
		else
		{
			R_CreateFBODepthBuffer( tr.occlusionRenderFBO, GL_DEPTH_COMPONENT24 );
		}

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.occlusionRenderFBOImage->texnum, 0 );

		R_CheckFBO( tr.occlusionRenderFBO );
	}

	if ( r_shadows->integer >= SHADOWING_ESM16 && glConfig2.textureFloatAvailable )
	{
		// shadowMap FBOs for shadow mapping offscreen rendering
		for ( i = 0; i < MAX_SHADOWMAPS; i++ )
		{
			width = height = shadowMapResolutions[ i ];

			tr.shadowMapFBO[ i ] = R_CreateFBO( va( "_shadowMap%d", i ), width, height );
			R_BindFBO( tr.shadowMapFBO[ i ] );
			R_AttachFBOTexture2D( GL_TEXTURE_2D,
					      tr.shadowMapFBOImage[ i ]->texnum,
					      0 );

			R_CreateFBODepthBuffer( tr.shadowMapFBO[ i ], GL_DEPTH_COMPONENT24 );

			R_CheckFBO( tr.shadowMapFBO[ i ] );
		}

		// sun requires different resolutions
		for ( i = 0; i < MAX_SHADOWMAPS; i++ )
		{
			width = height = sunShadowMapResolutions[ i ];

			tr.sunShadowMapFBO[ i ] = R_CreateFBO( va( "_sunShadowMap%d", i ), width, height );
			R_BindFBO( tr.sunShadowMapFBO[ i ] );
			R_AttachFBOTexture2D( GL_TEXTURE_2D,
					      tr.sunShadowMapFBOImage[ i ]->texnum,
					      0 );

			R_CreateFBODepthBuffer( tr.sunShadowMapFBO[ i ], GL_DEPTH_COMPONENT24 );

			if ( r_shadows->integer == SHADOWING_EVSM32 && r_evsmPostProcess->integer )
			{
				R_AttachFBOTextureDepth( tr.sunShadowMapFBOImage[ i ]->texnum );

				/*
				Since we don't have a color attachment, the framebuffer will be considered incomplete.
				Consequently, we must inform the driver that we do not wish to render to the color buffer.
				We do this with a call to set the draw-buffer and read-buffer to GL_NONE:
				*/
				glDrawBuffer( GL_NONE );
				glReadBuffer( GL_NONE );
			}

			R_CheckFBO( tr.sunShadowMapFBO[ i ] );
		}
	}

	{
		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth;
			height = glConfig.vidHeight;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth );
			height = NearestPowerOfTwo( glConfig.vidHeight );
		}

		// portalRender FBO for portals, mirrors, water, cameras et cetera
		tr.portalRenderFBO = R_CreateFBO( "_portalRender", width, height );
		R_BindFBO( tr.portalRenderFBO );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.portalRenderImage->texnum, 0 );

		R_CheckFBO( tr.portalRenderFBO );
	}

	{
		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth * 0.25f;
			height = glConfig.vidHeight * 0.25f;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth * 0.25f );
			height = NearestPowerOfTwo( glConfig.vidHeight * 0.25f );
		}

		tr.downScaleFBO_quarter = R_CreateFBO( "_downScale_quarter", width, height );
		R_BindFBO( tr.downScaleFBO_quarter );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.downScaleFBOImage_quarter->texnum, 0 );
		R_CheckFBO( tr.downScaleFBO_quarter );

		tr.downScaleFBO_64x64 = R_CreateFBO( "_downScale_64x64", 64, 64 );
		R_BindFBO( tr.downScaleFBO_64x64 );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.downScaleFBOImage_64x64->texnum, 0 );
		R_CheckFBO( tr.downScaleFBO_64x64 );

		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth * 0.25f;
			height = glConfig.vidHeight * 0.25f;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth * 0.25f );
			height = NearestPowerOfTwo( glConfig.vidHeight * 0.25f );
		}

		tr.contrastRenderFBO = R_CreateFBO( "_contrastRender", width, height );
		R_BindFBO( tr.contrastRenderFBO );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.contrastRenderFBOImage->texnum, 0 );

		R_CheckFBO( tr.contrastRenderFBO );

		for ( i = 0; i < 2; i++ )
		{
			tr.bloomRenderFBO[ i ] = R_CreateFBO( va( "_bloomRender%d", i ), width, height );
			R_BindFBO( tr.bloomRenderFBO[ i ] );

			R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.bloomRenderFBOImage[ i ]->texnum, 0 );

			R_CheckFBO( tr.bloomRenderFBO[ i ] );
		}
	}

	GL_CheckErrors();

	R_BindNullFBO();
}
예제 #2
0
/*
============
FBO_Init
============
*/
void FBO_Init(void)
{
	int             i;
	// int             width, height, hdrFormat, multisample;
	int             hdrFormat, multisample;

	ri.Printf(PRINT_ALL, "------- FBO_Init -------\n");

	if(!glRefConfig.framebufferObject)
		return;

	tr.numFBOs = 0;

	GL_CheckErrors();

	R_IssuePendingRenderCommands();

/*	if(glRefConfig.textureNonPowerOfTwo)
	{
		width = glConfig.vidWidth;
		height = glConfig.vidHeight;
	}
	else
	{
		width = NextPowerOfTwo(glConfig.vidWidth);
		height = NextPowerOfTwo(glConfig.vidHeight);
	} */

	hdrFormat = GL_RGBA8;
	if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
	{
		hdrFormat = GL_RGBA16F_ARB;
	}

	qglGetIntegerv(GL_MAX_SAMPLES_EXT, &multisample);

	if (r_ext_framebuffer_multisample->integer < multisample)
	{
		multisample = r_ext_framebuffer_multisample->integer;
	}

	if (multisample < 2 || !glRefConfig.framebufferBlit)
		multisample = 0;

	if (multisample != r_ext_framebuffer_multisample->integer)
	{
		ri.Cvar_SetValue("r_ext_framebuffer_multisample", (float)multisample);
	}
	
	// only create a render FBO if we need to resolve MSAA or do HDR
	// otherwise just render straight to the screen (tr.renderFbo = NULL)
	if (multisample && glRefConfig.framebufferMultisample)
	{
		tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
		FBO_Bind(tr.renderFbo);

		FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, multisample);
		FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, multisample);

		R_CheckFBO(tr.renderFbo);


		tr.msaaResolveFbo = FBO_Create("_msaaResolve", tr.renderDepthImage->width, tr.renderDepthImage->height);
		FBO_Bind(tr.msaaResolveFbo);

		//FBO_CreateBuffer(tr.msaaResolveFbo, hdrFormat, 0, 0);
		FBO_AttachTextureImage(tr.renderImage, 0);

		//FBO_CreateBuffer(tr.msaaResolveFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
		R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);

		R_CheckFBO(tr.msaaResolveFbo);
	}
	else if (r_hdr->integer)
	{
		tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
		FBO_Bind(tr.renderFbo);

		//FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, 0);
		FBO_AttachTextureImage(tr.renderImage, 0);

		//FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
		R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);

		R_CheckFBO(tr.renderFbo);
	}

	// clear render buffer
	// this fixes the corrupt screen bug with r_hdr 1 on older hardware
	if (tr.renderFbo)
	{
		FBO_Bind(tr.renderFbo);
		qglClearColor( 1, 0, 0.5, 1 );
		qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
		FBO_Bind(NULL);
	}

	if (r_drawSunRays->integer)
	{
		tr.sunRaysFbo = FBO_Create("_sunRays", tr.renderDepthImage->width, tr.renderDepthImage->height);
		FBO_Bind(tr.sunRaysFbo);

		FBO_AttachTextureImage(tr.sunRaysImage, 0);

		R_AttachFBOTextureDepth(tr.renderDepthImage->texnum);

		R_CheckFBO(tr.sunRaysFbo);
	}

	// FIXME: Don't use separate color/depth buffers for a shadow buffer
	if (MAX_DRAWN_PSHADOWS && tr.pshadowMaps[0])
	{
		for( i = 0; i < MAX_DRAWN_PSHADOWS; i++)
		{
			tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height);
			FBO_Bind(tr.pshadowFbos[i]);

			//FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0);
			FBO_AttachTextureImage(tr.pshadowMaps[i], 0);

			FBO_CreateBuffer(tr.pshadowFbos[i], GL_DEPTH_COMPONENT24_ARB, 0, 0);
			//R_AttachFBOTextureDepth(tr.textureDepthImage->texnum);

			R_CheckFBO(tr.pshadowFbos[i]);
		}
	}

	if (tr.sunShadowDepthImage[0])
	{
		for ( i = 0; i < 4; i++)
		{
			tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
			FBO_Bind(tr.sunShadowFbo[i]);

			//FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
			//FBO_AttachTextureImage(tr.sunShadowImage, 0);
			qglDrawBuffer(GL_NONE);
			qglReadBuffer(GL_NONE);

			//FBO_CreateBuffer(tr.sunShadowFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
			R_AttachFBOTextureDepth(tr.sunShadowDepthImage[i]->texnum);

			R_CheckFBO(tr.sunShadowFbo[i]);

		}

		tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height);
		FBO_Bind(tr.screenShadowFbo);

		FBO_AttachTextureImage(tr.screenShadowImage, 0);

		R_CheckFBO(tr.screenShadowFbo);
	}

	for (i = 0; i < 2; i++)
	{
		tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height);
		FBO_Bind(tr.textureScratchFbo[i]);

		//FBO_CreateBuffer(tr.textureScratchFbo[i], GL_RGBA8, 0, 0);
		FBO_AttachTextureImage(tr.textureScratchImage[i], 0);

		R_CheckFBO(tr.textureScratchFbo[i]);
	}

	{
		tr.calcLevelsFbo = FBO_Create("_calclevels", tr.calcLevelsImage->width, tr.calcLevelsImage->height);
		FBO_Bind(tr.calcLevelsFbo);

		//FBO_CreateBuffer(tr.calcLevelsFbo, hdrFormat, 0, 0);
		FBO_AttachTextureImage(tr.calcLevelsImage, 0);

		R_CheckFBO(tr.calcLevelsFbo);
	}

	{
		tr.targetLevelsFbo = FBO_Create("_targetlevels", tr.targetLevelsImage->width, tr.targetLevelsImage->height);
		FBO_Bind(tr.targetLevelsFbo);

		//FBO_CreateBuffer(tr.targetLevelsFbo, hdrFormat, 0, 0);
		FBO_AttachTextureImage(tr.targetLevelsImage, 0);

		R_CheckFBO(tr.targetLevelsFbo);
	}

	for (i = 0; i < 2; i++)
	{
		tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height);
		FBO_Bind(tr.quarterFbo[i]);

		//FBO_CreateBuffer(tr.quarterFbo[i], hdrFormat, 0, 0);
		FBO_AttachTextureImage(tr.quarterImage[i], 0);

		R_CheckFBO(tr.quarterFbo[i]);
	}

	if (r_ssao->integer)
	{
		tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height);
		FBO_Bind(tr.hdrDepthFbo);

		FBO_AttachTextureImage(tr.hdrDepthImage, 0);

		R_CheckFBO(tr.hdrDepthFbo);

		tr.screenSsaoFbo = FBO_Create("_screenssao", tr.screenSsaoImage->width, tr.screenSsaoImage->height);
		FBO_Bind(tr.screenSsaoFbo);
		
		FBO_AttachTextureImage(tr.screenSsaoImage, 0);

		R_CheckFBO(tr.screenSsaoFbo);
	}

	if (tr.renderCubeImage)
	{
		tr.renderCubeFbo = FBO_Create("_renderCubeFbo", tr.renderCubeImage->width, tr.renderCubeImage->height);
		FBO_Bind(tr.renderCubeFbo);
		
		//FBO_AttachTextureImage(tr.renderCubeImage, 0);
		R_AttachFBOTexture2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, tr.renderCubeImage->texnum, 0);
		glState.currentFBO->colorImage[0] = tr.renderCubeImage;

		FBO_CreateBuffer(tr.renderCubeFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);

		R_CheckFBO(tr.renderCubeFbo);
	}

	GL_CheckErrors();

	FBO_Bind(NULL);
}
예제 #3
0
/*
============
R_InitFBOs
============
*/
void R_InitFBOs( void )
{
	int i;
	int width, height;

	ri.Printf( PRINT_DEVELOPER, "------- R_InitFBOs -------\n" );

	if ( !glConfig2.framebufferObjectAvailable )
	{
		return;
	}

	tr.numFBOs = 0;

#if !defined( USE_D3D10 )
	GL_CheckErrors();
#endif

	// make sure the render thread is stopped
	R_SyncRenderThread();

#if defined( USE_D3D10 )
	// TODO
#else

	if ( DS_STANDARD_ENABLED() )
	{
		// geometricRender FBO as G-Buffer for deferred shading
		ri.Printf( PRINT_ALL, "Deferred Shading enabled\n" );

		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth;
			height = glConfig.vidHeight;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth );
			height = NearestPowerOfTwo( glConfig.vidHeight );
		}

		tr.geometricRenderFBO = R_CreateFBO( "_geometricRender", width, height );
		R_BindFBO( tr.geometricRenderFBO );

#if 0

		if ( glConfig2.framebufferPackedDepthStencilAvailable )
		{
			R_AttachFBOTexturePackedDepthStencil( tr.depthRenderImage->texnum );
		}

		else if ( glConfig.hardwareType == GLHW_ATI || glConfig.hardwareType == GLHW_ATI_DX10 ) // || glConfig.hardwareType == GLHW_NV_DX10)
		{
			R_AttachFBOTextureDepth( tr.depthRenderImage->texnum );
		}
		else
#endif
		{
			R_AttachFBOTextureDepth( tr.depthRenderImage->texnum );
		}

		// enable all attachments as draw buffers
		//glDrawBuffers(4, geometricRenderTargets);

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.deferredRenderFBOImage->texnum, 0 );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.deferredDiffuseFBOImage->texnum, 1 );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.deferredNormalFBOImage->texnum, 2 );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.deferredSpecularFBOImage->texnum, 3 );

		R_CheckFBO( tr.geometricRenderFBO );
	}
	else
	{
		// forward shading

		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth;
			height = glConfig.vidHeight;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth );
			height = NearestPowerOfTwo( glConfig.vidHeight );
		}

		// deferredRender FBO for the HDR or LDR context
		tr.deferredRenderFBO = R_CreateFBO( "_deferredRender", width, height );
		R_BindFBO( tr.deferredRenderFBO );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.deferredRenderFBOImage->texnum, 0 );

#if 0

		if ( glConfig2.framebufferPackedDepthStencilAvailable )
		{
			R_AttachFBOTexturePackedDepthStencil( tr.depthRenderImage->texnum );
		}
		else if ( glConfig.hardwareType == GLHW_ATI || glConfig.hardwareType == GLHW_ATI_DX10 ) // || glConfig.hardwareType == GLHW_NV_DX10)
		{
			R_AttachFBOTextureDepth( tr.depthRenderImage->texnum );
		}
		else
#endif
		{
			R_AttachFBOTextureDepth( tr.depthRenderImage->texnum );
		}

		R_CheckFBO( tr.deferredRenderFBO );
	}

	if ( glConfig2.framebufferBlitAvailable )
	{
		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth;
			height = glConfig.vidHeight;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth );
			height = NearestPowerOfTwo( glConfig.vidHeight );
		}

		tr.occlusionRenderFBO = R_CreateFBO( "_occlusionRender", width, height );
		R_BindFBO( tr.occlusionRenderFBO );

		if ( glConfig.hardwareType == GLHW_ATI_DX10 )
		{
			//R_CreateFBOColorBuffer(tr.occlusionRenderFBO, GL_ALPHA16F, 0);
			R_CreateFBODepthBuffer( tr.occlusionRenderFBO, GL_DEPTH_COMPONENT16 );
		}
		else if ( glConfig.hardwareType == GLHW_NV_DX10 )
		{
			//R_CreateFBOColorBuffer(tr.occlusionRenderFBO, GL_ALPHA32F, 0);
			R_CreateFBODepthBuffer( tr.occlusionRenderFBO, GL_DEPTH_COMPONENT24 );
		}
		else if ( glConfig2.framebufferPackedDepthStencilAvailable )
		{
			//R_CreateFBOColorBuffer(tr.occlusionRenderFBO, GL_ALPHA32F, 0);
			R_CreateFBOPackedDepthStencilBuffer( tr.occlusionRenderFBO, GL_DEPTH24_STENCIL8_EXT );
		}
		else
		{
			//R_CreateFBOColorBuffer(tr.occlusionRenderFBO, GL_RGBA, 0);
			R_CreateFBODepthBuffer( tr.occlusionRenderFBO, GL_DEPTH_COMPONENT24 );
		}

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.occlusionRenderFBOImage->texnum, 0 );

		R_CheckFBO( tr.occlusionRenderFBO );
	}

	if ( r_shadows->integer >= SHADOWING_ESM16 && glConfig2.textureFloatAvailable )
	{
		// shadowMap FBOs for shadow mapping offscreen rendering
		for ( i = 0; i < MAX_SHADOWMAPS; i++ )
		{
			width = height = shadowMapResolutions[ i ];

			tr.shadowMapFBO[ i ] = R_CreateFBO( va( "_shadowMap%d", i ), width, height );
			R_BindFBO( tr.shadowMapFBO[ i ] );

			if ( ( glConfig.driverType == GLDRV_OPENGL3 ) || ( glConfig.hardwareType == GLHW_NV_DX10 || glConfig.hardwareType == GLHW_ATI_DX10 ) )
			{
				if ( r_shadows->integer == SHADOWING_ESM32 )
				{
					R_CreateFBOColorBuffer( tr.shadowMapFBO[ i ], GL_ALPHA32F_ARB, 0 );
				}
				else if ( r_shadows->integer == SHADOWING_VSM32 )
				{
					R_CreateFBOColorBuffer( tr.shadowMapFBO[ i ], GL_LUMINANCE_ALPHA32F_ARB, 0 );
				}
				else if ( r_shadows->integer == SHADOWING_EVSM32 )
				{
					if ( r_evsmPostProcess->integer )
					{
						R_CreateFBOColorBuffer( tr.shadowMapFBO[ i ], GL_ALPHA32F_ARB, 0 );
					}
					else
					{
						R_CreateFBOColorBuffer( tr.shadowMapFBO[ i ], GL_RGBA32F, 0 );
					}
				}
				else
				{
					R_CreateFBOColorBuffer( tr.shadowMapFBO[ i ], GL_RGBA16F, 0 );
				}
			}
			else
			{
				if ( r_shadows->integer == SHADOWING_ESM16 )
				{
					R_CreateFBOColorBuffer( tr.shadowMapFBO[ i ], GL_ALPHA16F_ARB, 0 );
				}
				else if ( r_shadows->integer == SHADOWING_VSM16 )
				{
					R_CreateFBOColorBuffer( tr.shadowMapFBO[ i ], GL_LUMINANCE_ALPHA16F_ARB, 0 );
				}
				else
				{
					R_CreateFBOColorBuffer( tr.shadowMapFBO[ i ], GL_RGBA16F, 0 );
				}
			}

			R_CreateFBODepthBuffer( tr.shadowMapFBO[ i ], GL_DEPTH_COMPONENT24 );

			R_CheckFBO( tr.shadowMapFBO[ i ] );
		}

		// sun requires different resolutions
		for ( i = 0; i < MAX_SHADOWMAPS; i++ )
		{
			width = height = sunShadowMapResolutions[ i ];

			tr.sunShadowMapFBO[ i ] = R_CreateFBO( va( "_sunShadowMap%d", i ), width, height );
			R_BindFBO( tr.sunShadowMapFBO[ i ] );

			if ( ( glConfig.driverType == GLDRV_OPENGL3 ) || ( glConfig.hardwareType == GLHW_NV_DX10 || glConfig.hardwareType == GLHW_ATI_DX10 ) )
			{
				if ( r_shadows->integer == SHADOWING_ESM32 )
				{
					R_CreateFBOColorBuffer( tr.sunShadowMapFBO[ i ], GL_ALPHA32F_ARB, 0 );
				}
				else if ( r_shadows->integer == SHADOWING_VSM32 )
				{
					R_CreateFBOColorBuffer( tr.sunShadowMapFBO[ i ], GL_LUMINANCE_ALPHA32F_ARB, 0 );
				}
				else if ( r_shadows->integer == SHADOWING_EVSM32 )
				{
					if ( !r_evsmPostProcess->integer )
					{
						R_CreateFBOColorBuffer( tr.sunShadowMapFBO[ i ], GL_RGBA32F, 0 );
					}
				}
				else
				{
					R_CreateFBOColorBuffer( tr.sunShadowMapFBO[ i ], GL_RGBA16F, 0 );
				}
			}
			else
			{
				if ( r_shadows->integer == SHADOWING_ESM16 )
				{
					R_CreateFBOColorBuffer( tr.sunShadowMapFBO[ i ], GL_ALPHA16F_ARB, 0 );
				}
				else if ( r_shadows->integer == SHADOWING_VSM16 )
				{
					R_CreateFBOColorBuffer( tr.sunShadowMapFBO[ i ], GL_LUMINANCE_ALPHA16F_ARB, 0 );
				}
				else
				{
					R_CreateFBOColorBuffer( tr.sunShadowMapFBO[ i ], GL_RGBA16F, 0 );
				}
			}

			R_CreateFBODepthBuffer( tr.sunShadowMapFBO[ i ], GL_DEPTH_COMPONENT24 );

			if ( r_shadows->integer == SHADOWING_EVSM32 && r_evsmPostProcess->integer )
			{
				R_AttachFBOTextureDepth( tr.sunShadowMapFBOImage[ i ]->texnum );

				/*
				Since we don't have a color attachment, the framebuffer will be considered incomplete.
				Consequently, we must inform the driver that we do not wish to render to the color buffer.
				We do this with a call to set the draw-buffer and read-buffer to GL_NONE:
				*/
				glDrawBuffer( GL_NONE );
				glReadBuffer( GL_NONE );
			}

			R_CheckFBO( tr.sunShadowMapFBO[ i ] );
		}
	}

	{
		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth;
			height = glConfig.vidHeight;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth );
			height = NearestPowerOfTwo( glConfig.vidHeight );
		}

		// portalRender FBO for portals, mirrors, water, cameras et cetera
		tr.portalRenderFBO = R_CreateFBO( "_portalRender", width, height );
		R_BindFBO( tr.portalRenderFBO );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.portalRenderImage->texnum, 0 );

		R_CheckFBO( tr.portalRenderFBO );
	}

	{
		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth * 0.25f;
			height = glConfig.vidHeight * 0.25f;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth * 0.25f );
			height = NearestPowerOfTwo( glConfig.vidHeight * 0.25f );
		}

		tr.downScaleFBO_quarter = R_CreateFBO( "_downScale_quarter", width, height );
		R_BindFBO( tr.downScaleFBO_quarter );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.downScaleFBOImage_quarter->texnum, 0 );
		R_CheckFBO( tr.downScaleFBO_quarter );

		tr.downScaleFBO_64x64 = R_CreateFBO( "_downScale_64x64", 64, 64 );
		R_BindFBO( tr.downScaleFBO_64x64 );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.downScaleFBOImage_64x64->texnum, 0 );
		R_CheckFBO( tr.downScaleFBO_64x64 );

#if 0
		tr.downScaleFBO_16x16 = R_CreateFBO( "_downScale_16x16", 16, 16 );
		R_BindFBO( tr.downScaleFBO_16x16 );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.downScaleFBOImage_16x16->texnum, 0 );
		R_CheckFBO( tr.downScaleFBO_16x16 );

		tr.downScaleFBO_4x4 = R_CreateFBO( "_downScale_4x4", 4, 4 );
		R_BindFBO( tr.downScaleFBO_4x4 );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.downScaleFBOImage_4x4->texnum, 0 );
		R_CheckFBO( tr.downScaleFBO_4x4 );

		tr.downScaleFBO_1x1 = R_CreateFBO( "_downScale_1x1", 1, 1 );
		R_BindFBO( tr.downScaleFBO_1x1 );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.downScaleFBOImage_1x1->texnum, 0 );
		R_CheckFBO( tr.downScaleFBO_1x1 );
#endif

		if ( glConfig2.textureNPOTAvailable )
		{
			width = glConfig.vidWidth * 0.25f;
			height = glConfig.vidHeight * 0.25f;
		}
		else
		{
			width = NearestPowerOfTwo( glConfig.vidWidth * 0.25f );
			height = NearestPowerOfTwo( glConfig.vidHeight * 0.25f );
		}

		tr.contrastRenderFBO = R_CreateFBO( "_contrastRender", width, height );
		R_BindFBO( tr.contrastRenderFBO );

		R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.contrastRenderFBOImage->texnum, 0 );

		R_CheckFBO( tr.contrastRenderFBO );

		for ( i = 0; i < 2; i++ )
		{
			tr.bloomRenderFBO[ i ] = R_CreateFBO( va( "_bloomRender%d", i ), width, height );
			R_BindFBO( tr.bloomRenderFBO[ i ] );

			R_AttachFBOTexture2D( GL_TEXTURE_2D, tr.bloomRenderFBOImage[ i ]->texnum, 0 );

			R_CheckFBO( tr.bloomRenderFBO[ i ] );
		}
	}

	GL_CheckErrors();
#endif // defined(USE_D3D10)

	R_BindNullFBO();
}
예제 #4
0
void R_InitFBOs(void)
{
	int i;
	int width, height;

	Ren_Developer("------- R_InitFBOs -------\n");

	if (!glConfig2.framebufferObjectAvailable)
	{
		return;
	}

	R_CheckDefaultBuffer();

	tr.numFBOs = 0;

	GL_CheckErrors();

	// make sure the render thread is stopped
	R_IssuePendingRenderCommands();

	{
		// forward shading
		if (glConfig2.textureNPOTAvailable)
		{
			width  = glConfig.vidWidth;
			height = glConfig.vidHeight;
		}
		else
		{
			width  = NearestPowerOfTwo(glConfig.vidWidth);
			height = NearestPowerOfTwo(glConfig.vidHeight);
		}

		// deferredRender FBO for the HDR or LDR context
		tr.deferredRenderFBO = R_CreateFBO("_deferredRender", width, height);
		R_BindFBO(tr.deferredRenderFBO);

		if (r_hdrRendering->integer && glConfig2.textureFloatAvailable)
		{
			R_CreateFBOColorBuffer(tr.deferredRenderFBO, GL_RGBA16F_ARB, 0);
		}
		else
		{
			R_CreateFBOColorBuffer(tr.deferredRenderFBO, GL_RGBA, 0);
		}
		R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.deferredRenderFBOImage->texnum, 0);

		R_CreateFBODepthBuffer(tr.deferredRenderFBO, GL_DEPTH_COMPONENT24_ARB);
		R_AttachFBOTextureDepth(tr.depthRenderImage->texnum);

		R_CheckFBO(tr.deferredRenderFBO);
	}

	if (glConfig2.framebufferBlitAvailable)
	{
		if (glConfig2.textureNPOTAvailable)
		{
			width  = glConfig.vidWidth;
			height = glConfig.vidHeight;
		}
		else
		{
			width  = NearestPowerOfTwo(glConfig.vidWidth);
			height = NearestPowerOfTwo(glConfig.vidHeight);
		}

		tr.occlusionRenderFBO = R_CreateFBO("_occlusionRender", width, height);
		R_BindFBO(tr.occlusionRenderFBO);

#if 0
		if (glConfig2.framebufferPackedDepthStencilAvailable)
		{
			//R_CreateFBOColorBuffer(tr.occlusionRenderFBO, GL_ALPHA32F_ARB, 0);
			R_CreateFBOPackedDepthStencilBuffer(tr.occlusionRenderFBO, GL_DEPTH24_STENCIL8);
		}
		else
		{
			//R_CreateFBOColorBuffer(tr.occlusionRenderFBO, GL_RGBA, 0);
			R_CreateFBODepthBuffer(tr.occlusionRenderFBO, GL_DEPTH_COMPONENT24);
		}
#else
		R_CreateFBODepthBuffer(tr.occlusionRenderFBO, GL_DEPTH_COMPONENT24);
#endif

		R_CreateFBOColorBuffer(tr.occlusionRenderFBO, GL_RGBA, 0);
		R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.occlusionRenderFBOImage->texnum, 0);

		R_CheckFBO(tr.occlusionRenderFBO);
	}

	if (r_shadows->integer >= SHADOWING_ESM16 && glConfig2.textureFloatAvailable)
	{
		// shadowMap FBOs for shadow mapping offscreen rendering
		for (i = 0; i < MAX_SHADOWMAPS; i++)
		{
			width = height = shadowMapResolutions[i];

			tr.shadowMapFBO[i] = R_CreateFBO(va("_shadowMap%d", i), width, height);
			R_BindFBO(tr.shadowMapFBO[i]);


			if (r_shadows->integer == SHADOWING_ESM32)
			{
				R_CreateFBOColorBuffer(tr.shadowMapFBO[i], GL_ALPHA32F_ARB, 0);
			}
			else if (r_shadows->integer == SHADOWING_VSM32)
			{
				R_CreateFBOColorBuffer(tr.shadowMapFBO[i], GL_LUMINANCE_ALPHA32F_ARB, 0);
			}
			else if (r_shadows->integer == SHADOWING_EVSM32)
			{
				if (r_evsmPostProcess->integer)
				{
					R_CreateFBOColorBuffer(tr.shadowMapFBO[i], GL_ALPHA32F_ARB, 0);
				}
				else
				{
					R_CreateFBOColorBuffer(tr.shadowMapFBO[i], GL_RGBA32F_ARB, 0);
				}
			}
			else
			{
				R_CreateFBOColorBuffer(tr.shadowMapFBO[i], GL_RGBA16F_ARB, 0);
			}

			R_CreateFBODepthBuffer(tr.shadowMapFBO[i], GL_DEPTH_COMPONENT24_ARB);

			R_CheckFBO(tr.shadowMapFBO[i]);
		}

		// sun requires different resolutions
		for (i = 0; i < MAX_SHADOWMAPS; i++)
		{
			width = height = sunShadowMapResolutions[i];

			tr.sunShadowMapFBO[i] = R_CreateFBO(va("_sunShadowMap%d", i), width, height);
			R_BindFBO(tr.sunShadowMapFBO[i]);

			if (r_shadows->integer == SHADOWING_ESM32)
			{
				R_CreateFBOColorBuffer(tr.sunShadowMapFBO[i], GL_ALPHA32F_ARB, 0);
			}
			else if (r_shadows->integer == SHADOWING_VSM32)
			{
				R_CreateFBOColorBuffer(tr.sunShadowMapFBO[i], GL_LUMINANCE_ALPHA32F_ARB, 0);
			}
			else if (r_shadows->integer == SHADOWING_EVSM32)
			{
				if (!r_evsmPostProcess->integer)
				{
					R_CreateFBOColorBuffer(tr.sunShadowMapFBO[i], GL_RGBA32F_ARB, 0);
				}
			}
			else
			{
				R_CreateFBOColorBuffer(tr.sunShadowMapFBO[i], GL_RGBA16F_ARB, 0);
			}

			R_CreateFBODepthBuffer(tr.sunShadowMapFBO[i], GL_DEPTH_COMPONENT24_ARB);

			if (r_shadows->integer == SHADOWING_EVSM32 && r_evsmPostProcess->integer)
			{
				R_AttachFBOTextureDepth(tr.sunShadowMapFBOImage[i]->texnum);

				/*
				Since we don't have a color attachment the framebuffer will be considered incomplete.
				Consequently, we must inform the driver that we do not wish to render to the color buffer.
				We do this with a call to set the draw-buffer and read-buffer to GL_NONE:
				*/
				glDrawBuffer(GL_NONE);
				glReadBuffer(GL_NONE);
			}

			R_CheckFBO(tr.sunShadowMapFBO[i]);
		}
	}

	{
		if (glConfig2.textureNPOTAvailable)
		{
			width  = glConfig.vidWidth;
			height = glConfig.vidHeight;
		}
		else
		{
			width  = NearestPowerOfTwo(glConfig.vidWidth);
			height = NearestPowerOfTwo(glConfig.vidHeight);
		}

		// portalRender FBO for portals, mirrors, water, cameras et cetera
		tr.portalRenderFBO = R_CreateFBO("_portalRender", width, height);
		R_BindFBO(tr.portalRenderFBO);

		if (r_hdrRendering->integer && glConfig2.textureFloatAvailable)
		{
			R_CreateFBOColorBuffer(tr.portalRenderFBO, GL_RGBA16F_ARB, 0);
		}
		else
		{
			R_CreateFBOColorBuffer(tr.portalRenderFBO, GL_RGBA, 0);
		}
		R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.portalRenderImage->texnum, 0);

		R_CheckFBO(tr.portalRenderFBO);
	}


	{
		if (glConfig2.textureNPOTAvailable)
		{
			width  = glConfig.vidWidth * 0.25f;
			height = glConfig.vidHeight * 0.25f;
		}
		else
		{
			width  = NearestPowerOfTwo(glConfig.vidWidth * 0.25f);
			height = NearestPowerOfTwo(glConfig.vidHeight * 0.25f);
		}

		tr.downScaleFBO_quarter = R_CreateFBO("_downScale_quarter", width, height);
		R_BindFBO(tr.downScaleFBO_quarter);
		if (r_hdrRendering->integer && glConfig2.textureFloatAvailable)
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_quarter, GL_RGBA16F_ARB, 0);
		}
		else
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_quarter, GL_RGBA, 0);
		}
		R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.downScaleFBOImage_quarter->texnum, 0);
		R_CheckFBO(tr.downScaleFBO_quarter);


		tr.downScaleFBO_64x64 = R_CreateFBO("_downScale_64x64", 64, 64);
		R_BindFBO(tr.downScaleFBO_64x64);
		if (r_hdrRendering->integer && glConfig2.textureFloatAvailable)
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_64x64, GL_RGBA16F_ARB, 0);
		}
		else
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_64x64, GL_RGBA, 0);
		}
		R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.downScaleFBOImage_64x64->texnum, 0);
		R_CheckFBO(tr.downScaleFBO_64x64);

#if 0
		tr.downScaleFBO_16x16 = R_CreateFBO("_downScale_16x16", 16, 16);
		R_BindFBO(tr.downScaleFBO_16x16);
		if (r_hdrRendering->integer && glConfig2.textureFloatAvailable)
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_16x16, GL_RGBA16F_ARB, 0);
		}
		else
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_16x16, GL_RGBA, 0);
		}
		R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.downScaleFBOImage_16x16->texnum, 0);
		R_CheckFBO(tr.downScaleFBO_16x16);


		tr.downScaleFBO_4x4 = R_CreateFBO("_downScale_4x4", 4, 4);
		R_BindFBO(tr.downScaleFBO_4x4);
		if (r_hdrRendering->integer && glConfig2.textureFloatAvailable)
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_4x4, GL_RGBA16F_ARB, 0);
		}
		else
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_4x4, GL_RGBA, 0);
		}
		R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.downScaleFBOImage_4x4->texnum, 0);
		R_CheckFBO(tr.downScaleFBO_4x4);


		tr.downScaleFBO_1x1 = R_CreateFBO("_downScale_1x1", 1, 1);
		R_BindFBO(tr.downScaleFBO_1x1);
		if (r_hdrRendering->integer && glConfig2.textureFloatAvailable)
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_1x1, GL_RGBA16F_ARB, 0);
		}
		else
		{
			R_CreateFBOColorBuffer(tr.downScaleFBO_1x1, GL_RGBA, 0);
		}
		R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.downScaleFBOImage_1x1->texnum, 0);
		R_CheckFBO(tr.downScaleFBO_1x1);
#endif

		if (glConfig2.textureNPOTAvailable)
		{
			width  = glConfig.vidWidth * 0.25f;
			height = glConfig.vidHeight * 0.25f;
		}
		else
		{
			width  = NearestPowerOfTwo(glConfig.vidWidth * 0.25f);
			height = NearestPowerOfTwo(glConfig.vidHeight * 0.25f);
		}

		tr.contrastRenderFBO = R_CreateFBO("_contrastRender", width, height);
		R_BindFBO(tr.contrastRenderFBO);

		if (r_hdrRendering->integer && glConfig2.textureFloatAvailable)
		{
			R_CreateFBOColorBuffer(tr.contrastRenderFBO, GL_RGBA16F_ARB, 0);
		}
		else
		{
			R_CreateFBOColorBuffer(tr.contrastRenderFBO, GL_RGBA, 0);
		}
		R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.contrastRenderFBOImage->texnum, 0);

		R_CheckFBO(tr.contrastRenderFBO);


		for (i = 0; i < 2; i++)
		{
			tr.bloomRenderFBO[i] = R_CreateFBO(va("_bloomRender%d", i), width, height);
			R_BindFBO(tr.bloomRenderFBO[i]);

			if (r_hdrRendering->integer && glConfig2.textureFloatAvailable)
			{
				R_CreateFBOColorBuffer(tr.bloomRenderFBO[i], GL_RGBA16F_ARB, 0);
			}
			else
			{
				R_CreateFBOColorBuffer(tr.bloomRenderFBO[i], GL_RGBA, 0);
			}
			R_AttachFBOTexture2D(GL_TEXTURE_2D, tr.bloomRenderFBOImage[i]->texnum, 0);

			R_CheckFBO(tr.bloomRenderFBO[i]);
		}
	}

	GL_CheckErrors();

	R_BindNullFBO();
}
예제 #5
0
/*
============
FBO_Init
============
*/
void FBO_Init(void)
{
	int             i;
	int             hdrFormat, multisample = 0;

	ri.Printf(PRINT_ALL, "------- FBO_Init -------\n");

	if(!glRefConfig.framebufferObject)
		return;

	tr.numFBOs = 0;

	GL_CheckErrors();

	R_IssuePendingRenderCommands();

	hdrFormat = GL_RGBA8;
	if (r_hdr->integer && glRefConfig.textureFloat)
		hdrFormat = GL_RGBA16F_ARB;

	if (glRefConfig.framebufferMultisample)
		qglGetIntegerv(GL_MAX_SAMPLES, &multisample);

	if (r_ext_framebuffer_multisample->integer < multisample)
		multisample = r_ext_framebuffer_multisample->integer;

	if (multisample < 2 || !glRefConfig.framebufferBlit)
		multisample = 0;

	if (multisample != r_ext_framebuffer_multisample->integer)
		ri.Cvar_SetValue("r_ext_framebuffer_multisample", (float)multisample);
	
	// only create a render FBO if we need to resolve MSAA or do HDR
	// otherwise just render straight to the screen (tr.renderFbo = NULL)
	if (multisample && glRefConfig.framebufferMultisample)
	{
		tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
		FBO_CreateBuffer(tr.renderFbo, hdrFormat, 0, multisample);
		FBO_CreateBuffer(tr.renderFbo, GL_DEPTH_COMPONENT24, 0, multisample);
		R_CheckFBO(tr.renderFbo);

		tr.msaaResolveFbo = FBO_Create("_msaaResolve", tr.renderDepthImage->width, tr.renderDepthImage->height);
		FBO_AttachImage(tr.msaaResolveFbo, tr.renderImage, GL_COLOR_ATTACHMENT0, 0);
		FBO_AttachImage(tr.msaaResolveFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0);
		R_CheckFBO(tr.msaaResolveFbo);
	}
	else if (r_hdr->integer)
	{
		tr.renderFbo = FBO_Create("_render", tr.renderDepthImage->width, tr.renderDepthImage->height);
		FBO_AttachImage(tr.renderFbo, tr.renderImage, GL_COLOR_ATTACHMENT0, 0);
		FBO_AttachImage(tr.renderFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0);
		R_CheckFBO(tr.renderFbo);
	}

	// clear render buffer
	// this fixes the corrupt screen bug with r_hdr 1 on older hardware
	if (tr.renderFbo)
	{
		GL_BindFramebuffer(GL_FRAMEBUFFER, tr.renderFbo->frameBuffer);
		qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
	}

	if (tr.screenScratchImage)
	{
		tr.screenScratchFbo = FBO_Create("screenScratch", tr.screenScratchImage->width, tr.screenScratchImage->height);
		FBO_AttachImage(tr.screenScratchFbo, tr.screenScratchImage, GL_COLOR_ATTACHMENT0, 0);
		FBO_AttachImage(tr.screenScratchFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0);
		R_CheckFBO(tr.screenScratchFbo);
	}

	if (tr.sunRaysImage)
	{
		tr.sunRaysFbo = FBO_Create("_sunRays", tr.renderDepthImage->width, tr.renderDepthImage->height);
		FBO_AttachImage(tr.sunRaysFbo, tr.sunRaysImage, GL_COLOR_ATTACHMENT0, 0);
		FBO_AttachImage(tr.sunRaysFbo, tr.renderDepthImage, GL_DEPTH_ATTACHMENT, 0);
		R_CheckFBO(tr.sunRaysFbo);
	}

	if (MAX_DRAWN_PSHADOWS && tr.pshadowMaps[0])
	{
		for( i = 0; i < MAX_DRAWN_PSHADOWS; i++)
		{
			tr.pshadowFbos[i] = FBO_Create(va("_shadowmap%d", i), tr.pshadowMaps[i]->width, tr.pshadowMaps[i]->height);
			// FIXME: this next line wastes 16mb with 16x512x512 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments
			FBO_CreateBuffer(tr.pshadowFbos[i], GL_RGBA8, 0, 0);
			FBO_AttachImage(tr.pshadowFbos[i], tr.pshadowMaps[i], GL_DEPTH_ATTACHMENT, 0);
			R_CheckFBO(tr.pshadowFbos[i]);
		}
	}

	if (tr.sunShadowDepthImage[0])
	{
		for (i = 0; i < 4; i++)
		{
			tr.sunShadowFbo[i] = FBO_Create("_sunshadowmap", tr.sunShadowDepthImage[i]->width, tr.sunShadowDepthImage[i]->height);
			// FIXME: this next line wastes 16mb with 4x1024x1024 sun shadow maps, skip if OpenGL 4.3+ or ARB_framebuffer_no_attachments
			// This at least gets sun shadows working on older GPUs (Intel)
			FBO_CreateBuffer(tr.sunShadowFbo[i], GL_RGBA8, 0, 0);
			FBO_AttachImage(tr.sunShadowFbo[i], tr.sunShadowDepthImage[i], GL_DEPTH_ATTACHMENT, 0);
			R_CheckFBO(tr.sunShadowFbo[i]);
		}
	}

	if (tr.screenShadowImage)
	{
		tr.screenShadowFbo = FBO_Create("_screenshadow", tr.screenShadowImage->width, tr.screenShadowImage->height);
		FBO_AttachImage(tr.screenShadowFbo, tr.screenShadowImage, GL_COLOR_ATTACHMENT0, 0);
		R_CheckFBO(tr.screenShadowFbo);
	}

	if (tr.textureScratchImage[0])
	{
		for (i = 0; i < 2; i++)
		{
			tr.textureScratchFbo[i] = FBO_Create(va("_texturescratch%d", i), tr.textureScratchImage[i]->width, tr.textureScratchImage[i]->height);
			FBO_AttachImage(tr.textureScratchFbo[i], tr.textureScratchImage[i], GL_COLOR_ATTACHMENT0, 0);
			R_CheckFBO(tr.textureScratchFbo[i]);
		}
	}

	if (tr.calcLevelsImage)
	{
		tr.calcLevelsFbo = FBO_Create("_calclevels", tr.calcLevelsImage->width, tr.calcLevelsImage->height);
		FBO_AttachImage(tr.calcLevelsFbo, tr.calcLevelsImage, GL_COLOR_ATTACHMENT0, 0);
		R_CheckFBO(tr.calcLevelsFbo);
	}

	if (tr.targetLevelsImage)
	{
		tr.targetLevelsFbo = FBO_Create("_targetlevels", tr.targetLevelsImage->width, tr.targetLevelsImage->height);
		FBO_AttachImage(tr.targetLevelsFbo, tr.targetLevelsImage, GL_COLOR_ATTACHMENT0, 0);
		R_CheckFBO(tr.targetLevelsFbo);
	}

	if (tr.quarterImage[0])
	{
		for (i = 0; i < 2; i++)
		{
			tr.quarterFbo[i] = FBO_Create(va("_quarter%d", i), tr.quarterImage[i]->width, tr.quarterImage[i]->height);
			FBO_AttachImage(tr.quarterFbo[i], tr.quarterImage[i], GL_COLOR_ATTACHMENT0, 0);
			R_CheckFBO(tr.quarterFbo[i]);
		}
	}

	if (tr.hdrDepthImage)
	{
		tr.hdrDepthFbo = FBO_Create("_hdrDepth", tr.hdrDepthImage->width, tr.hdrDepthImage->height);
		FBO_AttachImage(tr.hdrDepthFbo, tr.hdrDepthImage, GL_COLOR_ATTACHMENT0, 0);
		R_CheckFBO(tr.hdrDepthFbo);
	}

	if (tr.screenSsaoImage)
	{
		tr.screenSsaoFbo = FBO_Create("_screenssao", tr.screenSsaoImage->width, tr.screenSsaoImage->height);
		FBO_AttachImage(tr.screenSsaoFbo, tr.screenSsaoImage, GL_COLOR_ATTACHMENT0, 0);
		R_CheckFBO(tr.screenSsaoFbo);
	}

	if (tr.renderCubeImage)
	{
		tr.renderCubeFbo = FBO_Create("_renderCubeFbo", tr.renderCubeImage->width, tr.renderCubeImage->height);
		FBO_AttachImage(tr.renderCubeFbo, tr.renderCubeImage, GL_COLOR_ATTACHMENT0, 0);
		FBO_CreateBuffer(tr.renderCubeFbo, GL_DEPTH_COMPONENT24_ARB, 0, 0);
		R_CheckFBO(tr.renderCubeFbo);
	}

	GL_CheckErrors();

	GL_BindFramebuffer(GL_FRAMEBUFFER, 0);
	glState.currentFBO = NULL;
}